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SomeRooster

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Everything posted by SomeRooster

  1. I just did a tally - this mod will have over 2,700 lines of dialogue, which is the most I’ve had in any mod, including NVBII and III. It may have just graduated from “small” to “mid-sized”. ;)
  2. After a few delays (and the release of smaller mods), I’m happy to announce that the bulk of the voicework is complete. I’m now engaged in processing and entering the raw VO, but I hope to have it done in a week-ish. Special thanks to all the actors and testers who’ve been instrumental to the development of this “small” mod. My goal is to publish by May 1, and potentially roll out the first build of Big in Vegas this summer. One step at a time. Modding will be in the backburner from May to December due to work, but I won’t rule out projects on the scale of Sincerely, if time permits. Thank y’all again!
  3. Thank you for the kind words - I’m deeply appreciative to hear that players enjoyed my old mods so much. Casting is currently closed for Detour, but I may have openings in later, large-scale projects. Thank you!
  4. Update: - LeMay’s quest is done. I’ll be adding a small, alternate epilogue based on feedback from testers. Once VO is complete, I’ll announce another round of testing. I hope you all enjoy the trip to Arizona. ;)
  5. Update: - Feedback from testers continues to trickle in, and I’m implementing changes accordingly. - Implemented outside art contributions and outfits for an undisclosed companion quest. - I may implement an alternate epilogue while waiting for voicework. TBA. - I‘m chipping away at voicework on my own, too. It will be AI if I can’t find human actors. Work continues; I hope to roll it out in March, but I won’t rush it. Thanks for the support for my "small“ mod!
  6. I want to give a special thanks to the testers. In a short time they've already been instrumental in uncovering bugs, grammatical errors and/or inconsistencies in the narrative. This is profoundly helpful - THANK YOU! Progress: - All content is complete, though I'm editing dialogue and conducting minor rewrites when needed. - Completed LOD - All creatures are voiced, save LeMay, who is about 80% voiced. I should have it finished later tonight. - After LeMay is voiced, I'll get started on Michael's voicework and go from there. If I don't go VO for major roles, I'll get them done in voice-to-voice ASAP. I'm hoping to release the finished project by the end of February. Thank you all for the support!
  7. Version .85 is ready for testing. I'll be reaching out to testers via PM shortly. If anyone else wants to get on board, let me know. Bear in mind this is an early build, so it will be devoid of VO, LOD and other niceties. Detail will be included in the PM.
  8. The current plan is to keep everything standalone, with vague references and foreshadowing akin to vanilla DLC. There might be one or two exceptions if/when I get to my large-scale mods like Lost on the Desert (that will be years from now). Big in Vegas will be a platform for numerous quests and characters that intersect, as well as gated questlines for the major factions. It will still be standalone, though. Thank you for the kind words - it's encouraging to know that players are still enjoying these mods, and it certainly buttresses my motivation to continue making content, even if it's on a smaller scale than past works. Thank you!
  9. Update: - Second sidequest is almost complete. The climax is reminiscent of the infamous "hobocalypse“ in NVK. - LeMay will be a fully-functional companion with regional barks and commentary on sidequests. For players seeking a darkly comic, bad karma companion… this is it, and I mean DARK (even for me). - I will probably add a third sidequest, now that I’ve edited it down to something manageable. My initial forays at outlining the sidequest produced a half-dozen, overlarge ideas that ended up being moved to Big in Vegas; a couple might end up becoming standalone mods. In summary, it’s coming together. I really want to put it through the ringer in testing so that the first public build is relatively stable for most players. Thank y’all for your patience and support!
  10. Update: The bakery "sidequest“ is nearing completion. There may be a small sidequest in addition to it, but that’s TBD. I want to wrap this up and begin work on my Followers mod, not to mention Born to Lose. Once I finish this quest and polish the epilogues I’ll start scouting for testers and PM anyone who’s already reached out.
  11. Progress to date: - Polished dialogue for multiple characters. - Continued improving slave sidequest. It will have three endings. - Implemented unique skill books and miscellaneous artwork. - Greatly expanded LeMay‘s dialogue; he’ll have regional barks like Cass or Russell. Scripted encounters are possible as well. - I want to implement two more sidequests after the San Salvador mission. Sorry for the delays, but I‘m so far beyond my original plans that it doesn’t matter now. I won’t rush the release on this - lessons learned. Thank ya‘ll for the support!
  12. Work continues on dialogue. I've implemented the following: - Low-intelligence options for selective topics, particularly Terrifying Presence. - Expanded dialogue and characterization for LeMay, who is quite possibly the most malevolent character I've ever written. I mean... it pushes the envelope, even for me. Two small-sidequests will fill empty real estate, as I have a full-blown complex about not leaving vanilla buildings unused when I utilize them in mods. One quest will be rather dark, while the other involves sheer buffoonery. Feature creep 2, SomeRooster 0.
  13. I’m adding two small side quests that foreshadow future mods. Revising and polishing of dialogue continues. When the side quests are complete, I’ll open it up for testing. Once testing is complete, I’ll begin auditions for voice work. I believe the finished product will be comparable to The Inheritance in scale.
  14. Okay, make it one epilogue quest (now complete). No more feature creep. Still revising and polishing dialogue, then I'll implement scripted encounters. It's taking longer than I'd anticipated, but I want to get it right. Edit: Speaking of polishing, I had to correct my grammar.
  15. Thank you, I will! I'm in the process of adding two quests that serve as epilogues in the event of various outcomes. I will certainly hit you up when the time comes!
  16. Good news, bad news. Good news: I’ve finalized the "default“ playthrough. The mod would be ready for testing if I blocked certain outcomes (namely, kept major characters essential). However, one of my rules for this go-round is not to rush production and/or force endings (e.g., Russell). "Bad“ news: Release will be delayed again so I can implement two gated, post-ending quests that are triggered by specific deaths (or in one case, all of them). Both will be set in a new worldspace. This will be complicated, but necessary. One of the goals for my new mods is to maximize player agency as well as npc mortality; almost anyone can be killed, though some will have to wait until the climax (e.g., SGFN). I also believe in fleshing out these consequences whenever possible, hence the late-stage addition of the scripted quests. Thank you for your patience; I look forward to sharing the mod when it’s in a polished state (and with multiple endings provided).
  17. Not too late, not by a long shot. I'm still wrapping up endings, dialogue and scripted encounters. I might even add a small sidequest before it's ready for testing.
  18. I’ve made steady progress this week, and the "default" playthrough is complete. Once I’ve filled out the alternate routes all that remains is the slideshow, scripted encounters and polishing dialogue. My hope is to begin testing in earnest the week after Thanksgiving.
  19. All my design decisions are influenced by "What would Al do?"; I'll be in touch!
  20. Thank you, I’ll hit you up soon! Final battle is coming along very well. I’ll be hunting for testers after Thanksgiving.
  21. Detour Description: A small quest mod about courage. Features: Gunplay, explosions and gnomes. Intro: The Courier discovers a ransacked caravan outside Goodsprings with only one survivor. If he/she decides to render aid, the Courier will begin a hazardous, circuitous journey to shepherd an orphaned child to his last surviving relative. Along the way, he/she will draw the homicidal intentions of powerful, new enemies who will stop at nothing to protect their interests. If the Courier decides to pursue this mission to its end, he/she can anticipate an explosive climax in a new worldspace. Gameplay: ~ 1 hour. Sidequests: None, thought scripted encounters will be aplenty, depending on the player's choices. Progress: Currently stands at 85%, pre-VO. I'm scripting and testing the final battle, then all that remains is the denouement and slideshow. Testing: I'll post here when I have need of testers. It should be soon. Voice Acting: CLOSED
  22. Same issue, so I'm posting here. I just uploaded a mod that is July 4th-themed: Independence Day at Fallout New Vegas - mods and community (nexusmods.com) If possible, I'd like to get it out of quarantine so I can publish it in time for the holiday. Thank you for any forthcoming assistance.
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